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It's an area many miles in radius. As they get closer to the center their various energy sources get drained faster and faster, and they need to make their fort saves more often or lose dex as they turn to stone. It's been doing this for several thousand years, creating it's own ecology and effecting the evolution of creatures in and around it. For example several orc tribes living in the outskirts have been developing resistance and have gained a natural stone skin and natural armour, as generation after generation adapted.


It does effect objects, and drains magic so items won't help for long. But I'll do that, I didn't even think of just searching immune petrification. Thanks.


My players are about to go into an area that slowly petrifies everything inside it. What sort of monsters and encounters would you suggest? The area drains all energy from things until it turns to stone. I know cockatrice are immune, as are basilisks, but I'm having troubles finding other things that might live in an area like that, that wouldn't be also turned to stone. Other than earth elementals. Any suggestions?
Edit: I forgot to mention a few things. They're lvl 14, gestalt, and psionics and tech are available.


Here's the situation, players and crew are sailing through the seas on a beautiful tropical day, when they notice the inky blackness on the horizon... A storm is coming. A big one. They're expecting a battle, and have taken precautions but the storm is an added hiccup they weren't expecting. Soon after the storm hits, in the flash of the lightning they see them... Viking raiders in their longships. Soon they hear the raiders singing, striking fear into the hearts of their crew.
Due to the storm even seeing the enemy is difficult, nevermind for long enough to fire the ships weapons at them. Then the tropical storm, with its gale force winds gets worse... The temperature drops and ice begins to form... Rain becomes sleet and hail, everything gets slick with ice, and above it all they can hear the shops closing in, their raiding songs seemingly coming from everywhere... And nowhere. They're outnumbered, and they have one chance. A cove they spotted earlier would give them the advantage, but to get to it they have to navigate an unknown reef in the storm... And the aquatic predators have come out already, waiting for someone to fall in and become their latest snack.
So with the above scene in mind, what songs do you suggest having me playing in the background? So far I've added the black sails theme, Vikings theme, machinehead's beneath the silt, call of kthulu by metallica, and possibly ride the lightning. What else should I add to the play list?


Maybe skip the slayer and go ranger/ninja..? He's shown to use poison on occasion, gets evasion from ranger. Use the ninja trick to get him almost monk ll unarmed damage...


Those archetypes can't be had together. One gives up favoured terrain, and another is built off it. Also, with it being gestalt, I don't need to split it like that. But great ideas all. I'm assuming that for mythic, give him the dual tiered feat, champion/trickster would be best. What other mythic feats/abilities would you suggest?


Thanks. And with mythic I can give him darkvision. Hmm... That monk looks interesting...


So no other suggestions?


Well for one I'm using gestalt. Multiclassing doesn't happen much, and I've already got so many options and house rules already...


Ah I see. Not using those rules unfortunately.


Can you take improved critical improvised weapons? And with the improvised weapon chain they get treated as one size larger. Also, what's a vmc fighter?


True. I'm thinking the improvised weapon chain as well. Or is there something that makes you able to use your monk damage with such things?


He's definitely not lawful though... Maybe winding path brawler?


So I'm throwing an npc based off riddick into my campaign, and I'm wanting suggestions for how to build him. It's a mythic gestalt campaign, and he'll probably be around lvl 12-15. I was thinking brawler/slayer. Anyone have better suggestions? And what would you build him?


I like that one. Might use it. Atm I'm using increasing the dc by 10 and lab, or 15 with a kit. Batches of 10 per roll. Yours is more elegant I think.


WARMACHINE CR 4
Male human commoner 3
N Medium humanoid (construct)
Init +4; Senses Perception +12
DEFENSE
AC 22, touch 14, flat-footed 18 (+4 Dex, +5 natural, +3 armour)
hp 38 (3d10+20) damage factors: 7
Fort +2, Ref +5, Will +4
Body blades: non-reach weapons attacking Warmachine take 1d8 dmg
DR 10/-, acid, cold, fire resist 10, electric immunity, Construct Traits,
OFFENSE
Melee spiked chain (two handed) +8 ((two handed) 3d6+7)
Melee spiked chain (two handed, power attack) +7 ((two handed) 3d6+10)
Mass Combat
Melee spiked chain (two handed) +11

Speed 60 ft.
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 19, Dex 18, Con -, Int -, Wis 16, Cha 5
Base Atk +3; CMB +7; CMD 21
Skills Acrobatics +14, Climb +15, Escape Artist +3 , Perception +13 , Ride +3 , Stealth +3 , Swim +4
Languages Common
Gear studded leather, spiked chain (huge)

SPECIAL ABILITIES
Metal Body (Ex)
Beneath its skin, a war machine is largely composed of metal. It counts as a ferrous creature for the purposes of rusting grasp and other spells that have special effects on metal.
Sprint (Ex)
Once per hour, a war machine can move up to 10 times its normal speed when it charges
Body Blades (Ex)
Spikes and blades cover a war machine’s body. When another creature attacks it with handheld or natural weapons, the attacker takes 1d8 points of slashing and piercing damage. Incorporeal creatures and creatures using weapons with exceptional reach, such as longspears, do not take this damage. In addition, a war machine deals 1d8 points of piercing and slashing damage to a grabbed opponent with each successful grapple check.

MERCENARY - STANDARD CR 3

XP 800

Male human fighter (phalanx soldier) 4

NE Medium humanoid (human)

Init +2; Senses Perception +2
DEFENSE

AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield)
hp 36 (4d10+8)
Fort +5, Ref +3, Will +1

OFFENSE
Speed 20 ft.
Melee masterwork longsword +8 (1d8+3/19-20)
Ranged bolas +2 (1d4)
Melee sap +7 (1d6+3)
Melee masterwork glaive-guisarme +8 (1d10+3/x3)
Ranged net +2 (/none/x0)

Space 5 ft.; Reach 5 ft.
STATISTICS
Str 17, Dex 15, Con 13, Int 12, Wis 10, Cha 8
Base Atk +4; CMB +7; CMD 19 (20 vs. overrun) (20 vs. trip)

Feats Improved Shield Bash, Missile Shield, Phalanx Formation, Power Attack, Shield Focus, Shield Wall, Two-Weapon Fighting

Skills Acrobatics -3 , Acrobatics (Jump) -7 , Bluff +2 , Climb -2 , Disguise +1 , Escape Artist -3 , Fly -3 , Intimidate +6 , Perception +2 , Ride +2 , Sense Motive +1 , Stealth -3 , Survival +5 , Swim -2

Languages Common, Orc

SQ bonus feat, bonus feats, combat trick / improved shield bash, combat trick / power attack, combat trick / shield focus, combat trick / two-weapon fighting, phalanx fighting, skilled, stand firm, +1 bonus feat

Gear masterwork field plate, masterwork longsword, masterwork shield, heavy steel (shield spikes), bolas (2), sap, masterwork glaive-guisarme, net

SPECIAL ABILITIES

Bonus Feat Humans select one extra feat at 1st level.

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Combat Trick / Improved Shield Bash When attempting a shield bash attack, you can spend 5 stamina points to either wield a heavy shield as if it were a light weapon or gain a +2 bonus on the shield bash attack roll with a light shield. Whichever option you choose, the effect lasts until the start of your next turn.

Combat Trick / Power Attack When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.

Combat Trick / Shield Focus When an attack is made against you while you are using a shield, you can spend up to 2 stamina points. If you do, the shield's bonus to AC against that attack increases by an amount equal to the number of stamina points you spent.

Combat Trick / Two-Weapon Fighting You can spend any number of stamina points to reduce the penalty from Two-Weapon Fighting on attacks made with a weapon in your primary hand by 1 for every 2 stamina points you spent. This benefit lasts until the start of your next turn. You can't reduce the penalty below 0.

No Racial Subtype You have chosen no racial subtype.

Phalanx Fighting (Ex) At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon. This ability replaces armor training 1.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Stand Firm (Ex) At 2nd level, a phalanx soldier gains a +1 bonus to CMD against drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.


Thank you! and the BoVD stuff has passed. should I post the individual characters here, or PM you?


Does hero lab do troops? Which add on?


Or you could introduce an npc that can convert magic items. Ie this cloak costs 115k, the crafter can convert it into another cloak that costs a similar amount. With the cost of his labour it'll be cheaper than buying a new one, takes a powerful item of evil out of play, and gives them something more than just some gold.


I'd say go kensai magus/monk. You will have ALL the ac, you will go first, and you can buff your fists with arcane pool. And doing something like chill touch then flurry, then a point of ki for an extra attack... Unchained monk or something else doesn't matter, you will BREAK opponents quickly. And with the spells you have access to nobody is out of range, or is safe. Depending on level you can do stuff like a force hook charge to get to your opponent, flurry, stun, trip, ect every round.


They're hungry ghost monks so they don't have stunning fist. Punishing kick instead.


Think spending a ki point to deal it twice would be unfair?


That's a great start at least. Thanks!


The problem is that individually they're cr 7. And I want there to be 25 of them. So should I stat it as a Cr 15-18 creature with the troop subtype? They're hungry ghost monks with the Corrupted template from the book of vile darkness. Trained to work together REALLY well. So they've got broken wing gambit, wounded paw gambit and paired Opportunists. Armed with double kama and shuriken for reach and opportunity attacks. They also deal damage 1 size greater due to the template, and each monk does an additional 3 Vile damage, which can't be healed unless you're on consecrated ground.


Let's say I have 25 monks, individually cr 6. Does the troop have 150 hd? Do I automatically give then any bonuses for teamwork feats? Ect. I'm quite confused.


Can anyone at least point me in the right direction?


After putting so much effort into finding mass combat rules that work, I just stumbled onto the troop subtype. It's perfect for my needs, but I need help turning the enemies into troops. I've got individual ones made up, but need help turning them into troops. If I post Tue individual characters up would someone give me a hand adding the subtype? There'll be a few, but once I understand how to do it I don't think it'll be too difficult to do the rest. Anyone game?


Also, while the numbers are larger than what is usual, they're still low enough that mass combat may not always be the most effective. 30-40 commoners, 20 or so city guards, 5 lvl 5 cavaliers, the PC's, and about 30 others in a fortified city vs 60+ lvl 6 fighters and about 500 bandits. Most of those numbers are too small for mass combat from ultimate campaign to do effectively, so anyone have a suggestion for how to run it that won't take an hour of dice rolling per round on my part?


I'm going to be running some mass combat soon, and I'm wondering if it's better to run multiple smaller groups, or fewer large ones.


good to know, thanks. And i brain-farted, I knew that *facepalm*


If someone is within an antipaladin's aura of cowardice radius do they take a penalty against intimidate checks? ie. their CMD is normally 20, is it now 16, or does it only work against things with saves?


See if the fighter is allowed the phalanx fighter archetype. They’re designed for this sort of thing.


That's what I thought. Thanks.


Benefit: While you maintain psionic focus, your attacks with a ranged weapon deal an extra 1 point of damage. Additionally, if you expend your psionic focus as part of an attack with a ranged weapon, that attack instead deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
The mythic version doubles the damage for each part, and psionic attack makes it apply to every attack that round. So assuming you have all of the above would that mean every attack that round does an additional 4d6+2 damage?


If you have the path ability that treats you as always focused, and you have mythic psionic shot (or one of its equivalents) and mythic psionic attack, do you get the +2 as well as the 4d6 per attack?


Thanks! I'd buy it if I could. But that solves my issue. Thanks a lot


So you have to take a feat to heal your companion? That seems a bit off. But thanks.


Does anyone at least know where I can look to find the answer?


There doesn't seem to be any powers to do so on the dread list, they don't heal naturally, and repairing it via normal construct rules is costly. It requires a feat and is expensive. So how does he do it?


A bard with the archetype that gives him a collective and a vitalist. 2 characters. Is there a FAQ somewhere about this? I couldn't find any


Oops, yeah. Sorry. Move at will.
But say you have a vitalist and a tactician each able to have 5 in their collective, would it be 2 separate collectives of 5 or a combined one of 10?


If you have multiple collectives going at once do they overlap or stack?


The character in question might be retraining her magus lvls for kensai, and has already invested a good deal of gold/effort into her armour. Hence the question. She's also quite starved for swift actions and feats so the arcane armour feats are a no go.


Sorry for the threadcromancy but I've got the same question and was hoping newer books might have something. I know the psionic ability fusion can do it, but is there anything else? Character is mythic tier 3 if that helps.


Cool thanks. I thought I was missing something.


Looking at these 2 feats, it seems Shared power is Network power+
http://www.d20pfsrd.com/psionics-unleashed/feats/shared-power-metapsionic
http://www.d20pfsrd.com/psionics-unleashed/feats/network-power-metapsionic
Am I missing something? What possible reason would you have to take network power instead of Shared power? I'm just not seeing it.


Half elf, slayer 8. CG. I'm the GM, shes a first timer so I'm helping build the character for her. She picked some stuff herself, gave me a wishlist and how she views her character, and I'm taking it from there.


Tracking/combat pet mostly. Was going for a wolfhound or wolf.


Cool. thanks.


Thanks. although 2-3 feats might be a bit much for her. She's only got 4.

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